DigitalSpaces::DIOGRETechnique Struct Reference
[Ogre]

#include <OGREInterfaces.h>

Inherits DigitalSpaces::DIObjectBase.


Public Member Functions

bool IsSupported (void)
 Indicates if this technique is supported by the current graphics card.
DIOGREPassCreatePass (void)
 Creates a new Pass for this Technique.
DIOGREPassGetPass (unsigned short index)
 Retrieves the Pass with the given index.
unsigned short GetNumPasses (void)
 Retrieves the number of passes.
void RemovePass (unsigned short index)
 Removes the Pass with the given index.
void RemoveAllPasses (void)
 Removes all Passes from this Technique.
DIOGREMaterialGetParent (void)
 Gets an iterator over the passes in this Technique.
const char * GetResourceGroup (void)
 Gets the resource group of the ultimate parent Material.
bool IsTransparent (void)
 Returns true if this Technique involves transparency.
void SetAmbient (float red, float green, float blue)
 Sets the ambient colour reflectance properties for every Pass in every Technique.
void SetAmbient (in_Vector3f *ambient)
 Sets the ambient colour reflectance properties for every Pass in every Technique.
void SetDiffuse (float red, float green, float blue, float alpha)
 Sets the diffuse colour reflectance properties of every Pass in every Technique.
void SetDiffuse (in_Vector4f *diffuse)
 Sets the diffuse colour reflectance properties of every Pass in every Technique.
void SetSpecular (float red, float green, float blue, float alpha)
 Sets the specular colour reflectance properties of every Pass in every Technique.
void SetSpecular (in_Vector4f *specular)
 Sets the specular colour reflectance properties of every Pass in every Technique.
void SetShininess (float val)
 Sets the shininess properties of every Pass in every Technique.
void SetSelfIllumination (float red, float green, float blue)
 Sets the amount of self-illumination of every Pass in every Technique.
void SetSelfIllumination (in_Vector3f *selfIllum)
 Sets the amount of self-illumination of every Pass in every Technique.
void SetDepthCheckEnabled (bool enabled)
 Sets whether or not each Pass renders with depth-buffer checking on or not.
void SetDepthWriteEnabled (bool enabled)
 Sets whether or not each Pass renders with depth-buffer writing on or not.
void SetDepthFunction (OGRECompareFunction func)
 Sets the function used to compare depth values when depth checking is on.
void SetColourWriteEnabled (bool enabled)
 Sets whether or not colour buffer writing is enabled for each Pass.
void SetCullingMode (OGRECullingMode mode)
 Sets the culling mode for each pass based on the 'vertex winding'.
void SetManualCullingMode (OGREManualCullingMode mode)
 Sets the manual culling mode, performed by CPU rather than hardware.
void SetLightingEnabled (bool enabled)
 Sets whether or not dynamic lighting is enabled for every Pass.
void SetShadingMode (OGREShadeOptions mode)
 Sets the type of light shading required.
void SetFog (bool overrideScene)
 Sets the fogging mode applied to each pass.
void SetFog (bool overrideScene, OGREFogMode mode, in_Vector3f *colour, float expDensity, float linearStart, float linearEnd)
void SetDepthBias (float constantBias, float slopeScaleBias)
 Sets the depth bias to be used for each Pass.
void SetTextureFiltering (OGRETextureFilterOptions filterType)
 Set texture filtering for every texture unit in every Pass.
void SetTextureAnisotropy (unsigned int maxAniso)
 Sets the anisotropy level to be used for all textures.
void SetSceneBlending (OGRESceneBlendType sbt)
 Sets the kind of blending every pass has with the existing contents of the scene.
void SetSceneBlending (OGRESceneBlendFactor sourceFactor, OGRESceneBlendFactor destFactor)
 Allows very fine control of blending every Pass with the existing contents of the scene.
void SetLodIndex (unsigned short index)
 Assigns a level-of-detail (LOD) index to this Technique.
unsigned short GetLodIndex (void)
 Gets the level-of-detail index assigned to this Technique.
bool IsDepthWriteEnabled (void)
 Is depth writing going to occur on this technique?
bool IsDepthCheckEnabled (void)
 Is depth checking going to occur on this technique?

Member Function Documentation

bool DigitalSpaces::DIOGRETechnique::IsSupported ( void   ) 

Indicates if this technique is supported by the current graphics card.

Remarks:
This will only be correct after the Technique has been compiled, which is usually done from compile.

DIOGREPass* DigitalSpaces::DIOGRETechnique::CreatePass ( void   ) 

Creates a new Pass for this Technique.

Remarks:
A Pass is a single rendering pass, ie a single draw of the given material. Note that if you create a pass without a fragment program, during compilation of the material the pass may be split into multiple passes if the graphics card cannot handle the number of texture units requested. For passes with fragment programs, however, the number of passes you create will never be altered, so you have to make sure that you create an alternative fallback Technique for if a card does not have enough facilities for what you're asking for.

DIOGREPass* DigitalSpaces::DIOGRETechnique::GetPass ( unsigned short  index  ) 

Retrieves the Pass with the given index.

unsigned short DigitalSpaces::DIOGRETechnique::GetNumPasses ( void   ) 

Retrieves the number of passes.

void DigitalSpaces::DIOGRETechnique::RemovePass ( unsigned short  index  ) 

Removes the Pass with the given index.

void DigitalSpaces::DIOGRETechnique::RemoveAllPasses ( void   ) 

Removes all Passes from this Technique.

DIOGREMaterial* DigitalSpaces::DIOGRETechnique::GetParent ( void   ) 

Gets an iterator over the passes in this Technique.

Gets an iterator over the illumination-stage categorised passes. Gets the parent Material

const char* DigitalSpaces::DIOGRETechnique::GetResourceGroup ( void   ) 

Gets the resource group of the ultimate parent Material.

bool DigitalSpaces::DIOGRETechnique::IsTransparent ( void   ) 

Returns true if this Technique involves transparency.

Remarks:
This basically boils down to whether the first pass has a scene blending factor. Even if the other passes do not, the base colour, including parts of the original scene, may be used for blending, therefore we have to treat the whole Technique as transparent.

void DigitalSpaces::DIOGRETechnique::SetAmbient ( float  red,
float  green,
float  blue 
)

Sets the ambient colour reflectance properties for every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setAmbient

void DigitalSpaces::DIOGRETechnique::SetAmbient ( in_Vector3f ambient  ) 

Sets the ambient colour reflectance properties for every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setAmbient

void DigitalSpaces::DIOGRETechnique::SetDiffuse ( float  red,
float  green,
float  blue,
float  alpha 
)

Sets the diffuse colour reflectance properties of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setDiffuse

void DigitalSpaces::DIOGRETechnique::SetDiffuse ( in_Vector4f diffuse  ) 

Sets the diffuse colour reflectance properties of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setDiffuse

void DigitalSpaces::DIOGRETechnique::SetSpecular ( float  red,
float  green,
float  blue,
float  alpha 
)

Sets the specular colour reflectance properties of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setSpecular

void DigitalSpaces::DIOGRETechnique::SetSpecular ( in_Vector4f specular  ) 

Sets the specular colour reflectance properties of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setSpecular

void DigitalSpaces::DIOGRETechnique::SetShininess ( float  val  ) 

Sets the shininess properties of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setShininess

void DigitalSpaces::DIOGRETechnique::SetSelfIllumination ( float  red,
float  green,
float  blue 
)

Sets the amount of self-illumination of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setSelfIllumination

void DigitalSpaces::DIOGRETechnique::SetSelfIllumination ( in_Vector3f selfIllum  ) 

Sets the amount of self-illumination of every Pass in every Technique.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setSelfIllumination

void DigitalSpaces::DIOGRETechnique::SetDepthCheckEnabled ( bool  enabled  ) 

Sets whether or not each Pass renders with depth-buffer checking on or not.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setDepthCheckEnabled

void DigitalSpaces::DIOGRETechnique::SetDepthWriteEnabled ( bool  enabled  ) 

Sets whether or not each Pass renders with depth-buffer writing on or not.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setDepthWriteEnabled

void DigitalSpaces::DIOGRETechnique::SetDepthFunction ( OGRECompareFunction  func  ) 

Sets the function used to compare depth values when depth checking is on.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setDepthFunction

void DigitalSpaces::DIOGRETechnique::SetColourWriteEnabled ( bool  enabled  ) 

Sets whether or not colour buffer writing is enabled for each Pass.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setColourWriteEnabled

void DigitalSpaces::DIOGRETechnique::SetCullingMode ( OGRECullingMode  mode  ) 

Sets the culling mode for each pass based on the 'vertex winding'.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setCullingMode

void DigitalSpaces::DIOGRETechnique::SetManualCullingMode ( OGREManualCullingMode  mode  ) 

Sets the manual culling mode, performed by CPU rather than hardware.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setManualCullingMode

void DigitalSpaces::DIOGRETechnique::SetLightingEnabled ( bool  enabled  ) 

Sets whether or not dynamic lighting is enabled for every Pass.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setLightingEnabled

void DigitalSpaces::DIOGRETechnique::SetShadingMode ( OGREShadeOptions  mode  ) 

Sets the type of light shading required.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setShadingMode

void DigitalSpaces::DIOGRETechnique::SetFog ( bool  overrideScene  ) 

Sets the fogging mode applied to each pass.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setFog

void DigitalSpaces::DIOGRETechnique::SetFog ( bool  overrideScene,
OGREFogMode  mode,
in_Vector3f colour,
float  expDensity,
float  linearStart,
float  linearEnd 
)

void DigitalSpaces::DIOGRETechnique::SetDepthBias ( float  constantBias,
float  slopeScaleBias 
)

Sets the depth bias to be used for each Pass.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setDepthBias

void DigitalSpaces::DIOGRETechnique::SetTextureFiltering ( OGRETextureFilterOptions  filterType  ) 

Set texture filtering for every texture unit in every Pass.

Note:
This property actually exists on the TextureUnitState class For simplicity, this method allows you to set these properties for every current TeextureUnitState, If you need more precision, retrieve the Pass and TextureUnitState instances and set the property there.
See also:
TextureUnitState::setTextureFiltering

void DigitalSpaces::DIOGRETechnique::SetTextureAnisotropy ( unsigned int  maxAniso  ) 

Sets the anisotropy level to be used for all textures.

Note:
This property has been moved to the TextureUnitState class, which is accessible via the Technique and Pass. For simplicity, this method allows you to set these properties for every current TeextureUnitState, If you need more precision, retrieve the Technique, Pass and TextureUnitState instances and set the property there.
See also:
TextureUnitState::setTextureAnisotropy

void DigitalSpaces::DIOGRETechnique::SetSceneBlending ( OGRESceneBlendType  sbt  ) 

Sets the kind of blending every pass has with the existing contents of the scene.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setSceneBlending

void DigitalSpaces::DIOGRETechnique::SetSceneBlending ( OGRESceneBlendFactor  sourceFactor,
OGRESceneBlendFactor  destFactor 
)

Allows very fine control of blending every Pass with the existing contents of the scene.

Note:
This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there.
See also:
DIOGREPass::setSceneBlending

void DigitalSpaces::DIOGRETechnique::SetLodIndex ( unsigned short  index  ) 

Assigns a level-of-detail (LOD) index to this Technique.

Remarks:
As noted previously, as well as providing fallback support for various graphics cards, multiple Technique objects can also be used to implement material LOD, where the detail of the material diminishes with distance to save rendering power.
By default, all Techniques have a LOD index of 0, which means they are the highest level of detail. Increasing LOD indexes are lower levels of detail. You can assign more than one Technique to the same LOD index, meaning that the best Technique that is supported at that LOD index is used.
You should not leave gaps in the LOD sequence; Ogre will allow you to do this and will continue to function as if the LODs were sequential, but it will confuse matters.

unsigned short DigitalSpaces::DIOGRETechnique::GetLodIndex ( void   ) 

Gets the level-of-detail index assigned to this Technique.

bool DigitalSpaces::DIOGRETechnique::IsDepthWriteEnabled ( void   ) 

Is depth writing going to occur on this technique?

bool DigitalSpaces::DIOGRETechnique::IsDepthCheckEnabled ( void   ) 

Is depth checking going to occur on this technique?


The documentation for this struct was generated from the following file:

Generated on Sun Aug 31 17:46:30 2008 for Digital Spaces by  doxygen 1.5.6